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269091

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Everything posted by 269091

  1. Seems you have missed something from my description - it's not about repairing the vanilla castle walls in game - there are many options to do that. It's also not about having fully restored, 'pre war' castle walls - we already have mods who provide that. It's about changing the vanilla meshes. Just re-read my description and you will see....
  2. In fact I am thinking about that a long time, browsing mods and hoping someone would have the idea, not just me, and make it. There are a couple of mods out there which provide castle walls in a fully repaired, in fact pre-war status. But that doesn't seem to be entirely lore friendly to me. So I was hoping for a mod that would just clean out the rubble from the vanilla castle wall meshes and instead add the interiors which where 'blocked away' by the rubble, but only so far as vanilla meshes exist. The damages to and gaps in the walls would still be there. The thought behind is that the settlers would not be able to reconstruct the castle in it's pre-war form. Instead they would clean everything up, remove all rubble and debris, thereby digging into formerly rubble-filled and blocked off interior areas (red areas in the attached images). Then they would repair the gaps using their 'rag tag shanty town' resources (or whatever means the workshop might provide - vanilla plus workshop mods installed). So what's needed is a 3D modder who knows how to get vanilla nifs into his favorite 3D modelling software, add new meshes including collision and textures etc, then export it back into nif files. To me, whose knowledge about 3D modeling admittedly ends at spelling the words, it wouldn't seem like too much of an effort... I could be wrong though... Those meshes then could serve to supply a mod, which would after the initial takeover of the castle, replace the destroyed rubbled walls by the destroyed cleaned up walls during the players first absence (similar to the disappearing of some mirelurk nest objects - I am certain I could make that). Once the player returned they could start building and repairing. I hope the description is somewhat clear and understandable (if not please ask any question coming to your mind) - and I even more hope that some modeller might like the idea and help me with that - it would be very much appreciated, and - that goes without saying - the creator of the models given full credit once said mod might ever come into existence.
  3. :dance: Thank you so much - that was indeed the same guy - I remember the models... just wonder that it didn't show up in my search for keyword "resource"... But anyway - you solved my problem and made my day - I owe you one :-)
  4. Thanks for the reply. I should have mentioned that all meshes in the mod I am looking for where custom meshes, new models. Also the textures where not the most elaborate ones - the new mehes were what was really special about that pack. So Texture Pack combiner was not the one.
  5. I am looking for a special mod, well, it was not actually a mod but a pack of resources, consisting of meshes and testures. It contained: Various castle building parts like walls, gates, towers - alltogether not less than 30 or 40 different models with textures Various houses, some with interiors - alltogether not less than 15 to 25 different models with textures Churches, four of them, as far as I remember, lrgest being a cathedral with two towers, all four of them came with interiors. It must have been an uploader from Germany as some of the models had German names (which I don't remember, unfortunately, just that I noticed it when looking at them). I had that collection downloaded but lost it due to my harddisk dying suddenly. Now I have already spent a whole day on the Nexus searching. I wenn through all pages of "Models and Textures", "Modders resources and tutorials" and "castles, places, mansions and estates". Also I did a couple of searches for keywords like "church", "cathedral", "interior", "houses" and "buildings" in description. Either I am blind or this pack has been taken off the Nexus. My request now: Does anybody remember that mod, has anybody downloaded it, soes anybody remember the uploader so I could pm him???
  6. http://www.creationkit.com/Creation_Kit_Startup_Errors
  7. Well, I would definately being interested in that mod - and also in participating making it. My basic idea was - not too far from some things mentioned above already: Player could get quest from Falkreath Yarl to clear the ruins from bandits (or similar task) and will in return get the chance to buy Helgen for a certain amount of money, or better buy tax rights and rule it as thane of Falkreath (In the name of the Yarl). He could then have to gather workforce (Sorli the Builder + team!?) to rebuild it. Then recruit NPCs to move in and open businesses (Shadr in Riften is always talking about opening a stable for instance, also the smith assistant in Markarth doesn't seem to be too happy there, also spouse could open the shop there for real). Each business established could bring a certain amount of interest (similar to spouse's businesses). Player could reside in Helgen Keep (renovated and fitted as player home (either complete or with buyable upgrades). All desired businesses founded -> quest finished. This is a very basic outline and would - of course - have to be refined. As for the alternate start issue: I would basically go for Vanilla in first place: Alduin destroys Helgen! Building up from here everything could be finished (buildings, interiors, NPCs like merchants and others, a cart driver etc etc). So it would end up with a mod working for vanilla - not compatible with any mods for alternate endings. Afterwards another, a pre-destroyed Helgen could be created, strongly based on what it looks like now, just by adding some NPCs/ mechants and interiors. To function correctly all additions just will have to be linked to the respective enablemarkers that let intact Helgen vanish and ruined Helgen appear. So it would not matter if the main quest is disabled. Whenever the stage where Helgen is destroyed will be passed the event will occur. If this never will happen, the original Helgen (with some improvements) will stay in place and the rebuild quest will never be started. Still there are two problems: 1. What to do with the Imperials in Helgen in case during civ war Falkreath goes to the Stormcloaks. I would not opt for a "battle for Helgen" (though its possible) as that would probably be too much of a hassle to create. Instead they could be just disabled by markers as soon as the Falkreath imperial stronghold (was it Fort Sungard??) is cleared - the same way the Yarl just changes. 2. Most of the buildings of pre-destroyed Helgen are linked to the same enable parents as the respective ruins and rubble piles - just with setting to opposite state. But we would probably in many cases want both of them to disappear. By using the enable parents we only would be able to switch either the vanila pre-destroyed Helgen on, or by switching it off, activating the ruined Helgen. Probably we could get around this issue by using the vanilla pre-destroyed elements in both the pre-destroyed AND the rebuilt Helgen. So basically the process of rebuilding would finally mean to swith the vanilla pre-destroyed Helgen back on (thus switching the ruins off). If we then want items to disappear, we would have to unlnk them from their current parents, link them to new ones, that are themselves liinked to the original ones - so we get rid of all the opposite state settings. In the main quest they would be switched off by their enableparents, and for the rebuild (after beings swithced on to get rid of the ruins we would be able to switch them off again separately. But this technique will work for big items like walls, towers and houses. using it for details is - of course - possible in theory, but inpractise it will be too much micro managmment - and a never ending source for errors. What do you think? BTW - about me/ what could I contribute: I am a Graphics Designer, so I am quite good in PS tasks, I am quite good with the CK (as long as it doesn't come to scripting). Basic knowlwge in Nifskope and ABSOLUTELY useless when it comes to 3D software (like Blender, max etc.).
  8. @Ghogiel Hahaha - in half of your post I don't even know what you are talking about. Seriously - I am glad to be able handling NifSkope (more or less) - I assume you are talking about Blender (or similar). I am not able to use them. So I will have to live with the shades, maybe add a leatherstrip to the texture or something, so it would look natural. But thanks for your advice - at least now I know that I can not fix it ;-)
  9. Oh - many things. Export errors from Blender, I once manged to get a working model - at least it seemed so in nifskope, but messed up in the game, how should I describe... the helmet looked like the actor had the bottom of a broom on his head... have no screenshot, deleted it. But I am finished trying - either I find someone who can do it or otherwise it will not be done, no more fiddling for me.
  10. I have permission to port models made for Oblivion to Skyrim. Its two small meshes: A special Viking/ Norman helmet and a chainmail-hood. Both are new and there's nothing existant like them - nor in vanilla neither in mods. I tried for two days now with Blender and Nifskope, following various tutorials, with no success, expectedly. I am fairly good with Photoshop and texturing (well, as a Graphic Designer I should) - but I am COMPLETELY useless when it comes to 3D software. Despite varous attempts I never mangaged to get even the slightest success... :-(. For this reason and because I am fed up with not getting further I decided to ask for help here. If anyone of you "3D geeks" would voluteer to give it a try (I suspect it might be a matter of minutes rather than hours if someone know the right buttons to press) I would be VERY grateful. Of course - if wanted and required - I would gladly do some graphics work in return. Please PM me if interested. I can then send you the two meshes. PS - I have attached some of my texture work (WIP)
  11. @Perrain, LittleBaron Thanks for the advice, but that didn't do the trick. In fact the robe (main body) didn't have vertex colors on (as Perrain already mentioned) - and it is the one with the shadow. nevertheless I gave it a try and switched vertex colors off at the sleeves, which had them on - but expectedly no difference to the situation shown in my pictures above.
  12. I have retextured one of the models - its emperors robe. The nif has two NiTriShape blocks: body and sleeves. Both use separate textures and normalmaps. As you can see on the nifskope screenshots attached the body has a weak glow which is only visible from certain viewpoints (which proves it is a glow effect and not a shadow in the texture itself). The sleeves dont have that glow. NiAlphaProperty settings are exactly the same for both NiTriShape blocks. There are no glowmaps involved - both have just a texture and a normalmap. I have already tried to modify the normalmaps alpha channels with no success. The question now is how I could apply the same glow to the sleeves in order to get rid of the ugly dark/ bright seam at the shoulders. Any advice would be greatly appreciated.
  13. Have you found a solution? I am having the same problem.
  14. Batch action window! Select all references you want to edit and bring up the batch action window by pressing the "-" (minus) key on the main block of the keyboard (not from the numbers block) or menue -> view -> Reference batch action window. (I just learnt that from someone at Beth forums). Hope it helps...
  15. As far as I can see from the game files he will either go back to the Mormon Fort (if you have talked him out of fighting)* of join the remnants. In the former case he will give the Gannon Family Tesla Armor to you - in the latter he will keep it. In either case he is no longer hireable. *I can confirm this as it is the version I have played - rest of the info comes from the game files via GECK Regards
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